I've been doing the one hour game jam the past few weeks, it's pretty fun! I thought this one turned out pretty well so I thought I'd post it here. Unity is a tough tool to use for such a tight time constraint, I find myself putting a lot of work into figuring out what I can actually get unity to do in that time frame rather than working from any particular idea. Still, sometimes it pushes you to use your tools more creatively than you might otherwise do. The theme this week was "two colors." A benefit of making very abstract games is that you don't have to go much out of your way to make your game fit the theme.

Move the paddles with arrow-keys or 'A' and 'D'.
'Space' adds upward force to the ball.
Alt+F4 to quit.

POTENTIAL PROBLEM:
If your framerate makes it impossible to beat the first level, then contact @MoreRalphGames on Twitter for troubleshooting. Sorry about that, I made this on a beefy computer and didn't realize that this was a problem and optimization is out of the question at this point.

One option is to lower the graphics settings and/or resolution in the Unity opening dialogue. That should help a lot.
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Made for hugs during the 2017 Sekret Santa Klikmas event.
I super enjoyed researching and being inspired by items on the list hugs provided:
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mods for old games, games made with old tools, hackable games, vertex colours, blurry n64 textures, crimes, františek kobliha, peter tscherkassky, stenberg brothers, second person perspective, file_id.diz, unrealised futures, bootleg indonesian GTA, virtual machine, resolution mismatch, on which page of the manual does this appear?, fog, steve moraff, lyle in cube sector, out of memory, cracktros, keygens, good for screenshots, big money, big prizes, 4d sports tennis, australian christmas, have fun
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I couldn't sleep last night so I made this and polished it up slightly before throwing it up. It's a simple FPS with flashing colours. I made it as a joke, but now I love the idea of working on a Minter inspired FPS with actual design.

Gorgeous 3D graphics.
Realistic physics.
Adaptable difficulty -- you decide when you're done.
Hardcore difficulty -- it takes time and dedication to make the largest pile.
Make a pile in 3D.
Express yourself by choosing your own music to jam to -- the game does not impose its own music on you.
Express yourself by making your own sound effects while playing.
Simple controls -- anyone can play.
80+ hours of gameplay.
Infinite replay value -- no two piles are exactly the same.

Controls:

Press the left, down, and right arrows to make cubes.

(Alternately, press A, S, or D.)

Credits:
- Meshes and physics included in Unity.
- Color shaders are from "Colr," from the Unity Asset Store.

I'm happy with it. Some of the scenes are much less optimized than others because I was learning as I went along. The various scenes can be summoned by top number keys 0-6. scene 5 and scene 6 are the least performative largely because I was just throwing stuff in and taking it out later. One of the reasons I enjoyed this project and that I am happy it is over is that I feel that I could now do a lot of this stuff with better optimization if I start from scratch (based on things I learned along the way).